Magic -- (Magic basics and) Tier Magic.

THIS IS A MAGIC INFORMATION CHAPTER. STORY START FROM CHAPTER 1 OBVIOUSLY!

Magic is performed by fusing mana into actions -- energy into action.

Mana is living beings' reloading life force. Every living being does suck in a little bit mana from its surroundings if its cup isn't full and same way does release mana to its surraundings if its cup is overflowing. Cup referring to the mana pool of the being. This is really slow process.

Same way as energy, mana cannot be destroyed, it only circulates.

To use mana effectively, one needs to have blessing from the world to command mana. Normally this simply means that a person has capability higher than normal person to feel the mana. Some even can see it a little bit.

The blessing can be learned by vigorous training making anyone able to learn low tier spells. This is not common though since it takes years to learn one spell unless you are blessed from birth. Mana simply doesn't acknowledge the user completely when its use is "self-blessed", self learned.

To force mana into actions, it needs to be commanded by chant, out loud or silently - out loud being the easier and common way. The safe way.

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BASIC:

Magic categories:

Red magic - mostly spells to destroy

White magic - mostly spells to reconstruct

Green magic -- nature's magic

Blue magic -- mostly conjuring magic/summoning

Violet magic -- mostly persuasion magic and curses

Yellow magic -- mostly kinetic magic

Black magic -- "taboo magic", void magic, space and time twisting magic, magic of demons.

(Magic is separated into three different types:

Tier magic, Dragon magic and Holy Dragon magic.

Also unknown magic called Mysticism does exist, but it's in sort terms called "Miracles".)

Magic is also separated by how they consume mana. Some basics:

1. One time use - consumes single amount of mana as payment before the spell takes effect.

(example -- red magic "Fireball")

2. Constant -- after the initial payment, constantly uses mana to upkeep the spell.

(example -- red magic "Wall of fire")

3. Late payment -- the spell's initial payment isn't a lot, but to end the spell one needs a lot of mana.

(example -- black magic "Possession" -- To possess a "doll" with spirit is much easier than getting it out of the doll.)

4. Late payment and constant payment.

Same as above, but the spell needs constant payment between the initial and the ending.

(example -- black magic "Spectral walk", to change form into one of the ghost's, to use mana to move and to pull oneself out of this realm close to death, does cost a lot.)

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TIER MAGIC:

Tier magic is separated into 10 different Tiers from 1 to 10, 1 being naturally the weakest Tier.

Though the actual worth of the spell is not equal to the Tier, but more determined by the situation. A Tier 3 spell might be a lot better choice than Tier 10 spell if one wants to for example lift something up with wind magic (green magic). The person probably doesn't want to throw the whole house to the sky like a tornado would which would be close to Tier 8 or Tier 9 spell, depending what kind of tornado it is.

Tier magic can be created by highly experienced mana users by moving mana to express their idea of the spell. Basically it's smiting mana and words together with a clear idea of the end result.

Normally "rule-chants" are used for specific spells as the guideline chants that give out the best result recorded. It is though possible that in the future a certain spell's chant can change to something different if there is a better alternative chant made.

The Tier magic is basically infinite group of custom spells.

This also means that the mana needed to use same spell can, and most of the time does, change.

Tier magic(/commoner's magic/the normal magic):

Magic that requires an equal amount of "lines" chanted as the Tier-level of the spell is.

Line referring to a sentence. The lenght of the line changes a lot, making certain spells better to different situations.

Normally in battle, one prefers to use small chants, even for long spells -- small sentences.

The effect of the spell does suffer from smaller sentences, but it is faster.

Also, the context of the sentences used in a chant, effect the spells strength.

For example:

Tier one white magic "illuminate":

"Fire of life in me, light my path - ILLUMINATE!"

It isn't hard to guess what the actual effect is -- a small light like a candle that lasts as long as the person concentrates and pours mana into the spell. So as long the caster wills to use the "illuminate" it will light the path. Or well.. the user uses too much mana and faints and the spell ends.

Tier one white magic "illuminate":

"Light in dark, let my soul shine - ILLUMINATE!"

Effect would be same, but the first one would be the common usage "illuminate" that gives better results.

Why? Reason is that in the first chant the light is connected with the life force and in the second one, it's about the purity of one's soul. Even a murderer can use the first chant effectively even though their soul isn't as pure as innocent person's, but the life force doesn't change in nature, unless, well if the user is undead, then it wouldn't work with the first chant.

Of course, among spell casters, there is a lot of chants that can be used to, for example, determine what sort of a person the user is!

One's magic is a mirror to their soul. And that's one of the reasons, magic is not something that is thrown to solve every problem. It's personal.

Tier spells can also be written on paper and then connected with the catalyst and all one needs to do is to cast the name and spell would work.

This is normal in war! As there, in a battle, who would be such an idiot to start yodeling some diiba-daaba for thirty seconds? You get a third eye in ten!

For example the "illuminate":

One could write down the illuminate chant on a paper with their blood and say the spells name, the spell would work as the blood had enough mana to work as a catalyst to start the spell and finish it.

The spell would only last less than few seconds as after the initiation, with simply having the blood as mana resource, the spell would end as it's continuous spell and needs constant mana, even a little bit.

The illuminate spell would now be set on the candle. Where would it get its mana? From the caster or another mana source if such would be enough near. In this case the candle would naturally not melt since all the spell does is make light, not heat.

The candle itself cannot upkeep a spell, it's not living. Mana is not exactly equal to energy, but similar to some point. It's not living being so the mana is "solid", but for science or some sick purposes, one could put the candle on top of a rat and then cast the spell on it. Now it would take the rats mana until the rat dies from mana-loss. Or... put the candle on a slave... not for sex purposes! ...maybe. Both? Anyway, one would get a long time candle!

This enables magic to be used in... almost anyway the user wants as long one has the capability to do what they are planning.

(These are basics Sofia has read from her books along other things. Just a summary.)